New warlock invocations

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Argumantive
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New warlock invocations

Unread post by Argumantive »

With the lack of actually useful invocations, and the cokie cutter spell list which is pretty similar on all warlocks... I was wondering if the team would consider adding these spells warlocks havei n PnP To the list of available invocations.

Lesser:

https://www.dandwiki.com/wiki/Mirror_Wa ... nvocation)

Greater:

https://www.dandwiki.com/wiki/Free_Squi ... nvocation)

Dark:

https://www.dandwiki.com/wiki/Heart_of_ ... nvocation)
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Archaos
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Re: New warlock invocations

Unread post by Archaos »

All these Invocations are homebrewed, not official.
Dandwiki.com is infamous for having a ton of homebrewed stuff mixed with the official ones.

If you want to search for official stuff, go to dndtools instead.
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Argumantive
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Re: New warlock invocations

Unread post by Argumantive »

Apologies for this then, my bad, saw a few interesting invocations so decided to raise them. I ussualy use dndtools, but it seems down for me for some reason.
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metaquad4
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Re: New warlock invocations

Unread post by metaquad4 »

Archaos wrote:All these Invocations are homebrewed, not official.
Dandwiki.com is infamous for having a ton of homebrewed stuff mixed with the official ones.

If you want to search for official stuff, go to dndtools instead.
Nothing wrong with some homebrewed invocations or player/staff created invocations. New content is a not a bad thing. Not to mention, D&D is all about customizing the experience and not remaining rigid.

We (heck, nwn2!) have plenty of none-PnP content and player-created spells. Its not a bad thing, BGTSCC is our campaign. We can add in things as we please, and to be honest, warlocks need more invocations. Only a select few are really useful, it would be good if there was some real choice there.

Perhaps, it might be better to start with improving the current bad invocations though, to make them all useful in some way.
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NegInfinity
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Re: New warlock invocations

Unread post by NegInfinity »

viewtopic.php?t=54639&p=690233
NegInfinity wrote:I think following invocations could be interesting to have:

Least:
  • Artificer's Assistant: Least, 2nd; Conjures an invisible assistant that grants +6 to all Craft checks for 24 hours.
  • Earthen Grasp: Least, 2nd; Conjure a earthen hand at close range for 2 rounds/level on earth, mud, grass, or sand; Hand is equal to Med creature with BAB = CL, Str = 14 +2/3xCL. Arm doesn't move from its space, but it can grapple a foe in its space or any adjacent space. If no foes are in reach, it attacks a target at random in range, if any. Each round the hand pins a target, it deals 1d6 to target. Arm has AC 14, hardness 4, and 3HP/CL
  • Summon Swarm: Least, 2nd; Summon Swarm for only as long as you concentrate.
  • Call of the Beast: Least, 2nd; Wild Empathy as a druid of your level and Speak with Animals for 24 hours.
  • Serpent's Tongue: Least, 2nd; Gain Scent and +5 to saves against poison for 24 hours.
  • Hideous Shot: Least, 1st, Blast Shape; Channel eldritch blast into projectile or thrown object as a part of a single ranged attack.
  • Cloak of Shadows: Least, 1st; +6 to Hide, Sleight of Hand, and Move Silently for 24 hours.
  • Shrouding Transformation: Least, 2nd; Alter Self on self for 24 hours, but can not be a different size category than your normal size.
Lesser:
  • Hungry Darkness: Lesser, 3rd; Create stationary Darkness effect filled with swarms of bats, attacking all creatures within except you for 1d6 damage as a Swarm, lasts with concentration + 2 rounds. If the bat swarm is destroyed, Hungry Darkness ends.
  • Stony Grasp: Lesser, 3rd; As Earthen Grasp, but any natural surface, AC 18, hardness 8, and 4 HP/CL.
  • Baneful Blast: Lesser, 3rd, Blast essence; When gained, pick a creature type as a Ranger's favored enemy - this blast deals an additional 2d6 damage to that creature type. This invocation can be taken multiple times for separate creature types, and it can not be changed once selected unless retrained.
  • Crawling Eye: Lesser, 3rd; Detach one of your eyes to move on its own with a move and climb speed of 20 feet. Directing the eye requires a move action. Its Climb modifier is equal to 8+CL, and its Hide and Move Silently are equal to your CL. It is considered a Fine creature with 2 HP and AC of 20. When you use this invocation, your HP are reduced by 2 for the duration of this effect. For all other purposes, its stats are equal to yours. You can't cast spells or invocations through the eye, but any effects that affect your vision function through the eye as though it was still attached. If it is destroyed, you are dazzled for 1d4 rounds while the eye regrows, and you regain the 2 HP at the end of this time. You may only have one Crawling eye at a time.
  • Disembodied Hand: Lesser, 4th; Detach one of your hands to float in the air. You may still use it as though it were still attached in every way, but it still requires that you expend actions to use it accordingly, and any touch attack you deliver with it must be cast before you use this invocation. The hand can move through the air at 30 feet. When you use this invocation, your HP are reduced by 5 while it is in effect, and the hand is considered a Diminutive creature with AC 20 and HP 5. Its Hide and Move silently modifiers are equal to your CL, and its other statistics are equal to yours. If it is destroyed, it regrows in 1d4 rounds at which time you regain the 5 HP lost. You may only have one Disembodied hand at a time.
  • Mask of Flesh: Lesser, 3rd; Take on the physical form of a living creature of your own size with a touch attack. If you desire, you may impose a 1d6 Cha penalty to the target, but the Charisma can't be lower than 1. Will save negates both effects, and a creature that saved can not be affected for another 24 hours. Both effects last for 1 hour per CL; If you dismiss the invocation, both effects end.
  • Eldritch Ward: Lesser, 4th; Surrounded by swirling eldritch energies that provide a deflection AC bonus equal to your Eldritch Blast dice as well as granting a resistance bonus to saves against spells equal to your Eldritch Blast dice for one minute. While Eldritch Ward is active, the warlock may not use his Eldritch Blast ability. The caster may dismiss this invocation effect as a standard action.
Greater:
  • Warlock’s Call: Greater, 5th; Sending, but a creature unwilling to reply can attempt a Will save to deal 1d10 points of damage back to you.
  • Painful Slumber of Ages: Greater, 6th, Mind-affecting; Cause one living creature at close range to enter an indefinite state of sleep if they fail the Will save. Normal stimuli is insufficient to wake them, but any damage received rouses them instantly, but they also take damage equal to your CL when this happens. They also receive an additional save every 24 hours to wake from their slumber for no damage. The target does not need to eat or drink under the effect of this.
  • Eldritch Beam: Greater, 5th, Blast Shape; Eldritch blast channeled into a 5ft. x 60ft. line, affecting all creatures in its path (Reflex for half).
Dark:
  • Dark Discorporation: Dark, 8th; Become 8 squares of Diminutive shadow bats for 24 hours; Str = 1, Dex +6; Lose armor and natural armor bonuses to AC, +4 size and + Cha to AC; Diminutive size swarm and Fly 40ft. (Perfect); Swarm subtype traits; Swarm Attack for 4d6 to any creature in your space at end of turn as magic weapon of your alignment; Distraction on any living creature vulnerable to your swarm attack starting turn in your space makes Fort save or be nauseated for 1 round and spellcasting in your space requires Concentration; All possessions are nonfunctional and absorbed into your new form.
  • Caster's Lament: Dark, 8th; Break Enchantment on touch, but can only attempt to affect any given effect once in a 24 hour period. Can also use this to counterspell 7th level or lower spells as if using Greater Dispel Magic.
  • Steal Summoning: Dark, 6th; Cast as an immediate action to steal control of a summoned creature as soon as it is summoned with a successful Caster Level check (DC 11 + CL of summoner) for as long as you concentrate plus 1 round up to 1 round per level + 1
Reference for alter self and summon swarm:
http://www.d20srd.org/srd/spells/alterSelf.htm
http://www.d20srd.org/srd/spells/summonSwarm.htm
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metaquad4
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Re: New warlock invocations

Unread post by metaquad4 »

Artificer's Assistant: Seems ok, in line with the other skill bonuses.
Earthen Grasp: Infinite bigbys! Probably not ok.
Summon Swarm: More details required on how it will function IG.
Call of the Beast: Animal language for 24 hours, seems ok.
Serpent's Tongue: Seems fine as well.
Hideous Shot: Seems fine.
Cloak of Shadows: Making that 3 dip into warlock very OP for HiPsters. Probably not ok.
Shrouding Transformation: We don't have alter self IG.

Hungry Darkness: Darkness, but with damage and an HP pool. Sure.
Stony Grasp: An even better infinite bigby. Probably not ok.
Baneful Blast: Seems ok.
Crawling Eye: A familiar summon, effectively. With spell failure, to prevent it casting.
Disembodied Hand: A familiar summon that can cast.
Mask of Flesh: When shifter is out, maybe. But I doubt it, as it might impede on shifter a little too much. Maybe as a dark invocation.
Eldrich Ward: Seems ok, as you can't blast.

Warlock's Call: Seems fine to me. We have sending scrolls now, and sending items.
Painful Slumber of Ages: Perma-sleep effect seems ok. Its not like sleep is the most broke effect in the world, its underused for a reason.
Eldrich Beam: A line AoE Eldrich Blast. Due to the way mobs often are positioned, it won't be useful.

Dark Discorporation: Could use the same script as mist form for this one.
Caster's Lament: It won't be very useful at all, if coded the same as its PnP version. Another "pass". It could be changed to a dispel, but that would be quite redundant for warlocks. And a breach would be too OP.
Steal Summoning: Could be ok. It won't be too useful, though. Summons aren't that powerful, that its worth giving up blasting.
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NegInfinity
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Re: New warlock invocations

Unread post by NegInfinity »

metaquad4 wrote: Cloak of Shadows: Making that 3 dip into warlock very OP for HiPsters. Probably not ok.
It is worth mentioning that being a warlock has massive RP consequences due to being illegal in many areas, while being an assassin or a shadowdancer... doesn't.
metaquad4 wrote: Shrouding Transformation: We don't have alter self IG.
Sigil has alter self. Perhaps you guys could cooperate or share scripts.
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metaquad4
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Re: New warlock invocations

Unread post by metaquad4 »

Have you been playing on the server? If you have, you'd know that the first statement isn't true. Despite the attempts by the staff (by introducing those new IC laws), warlocks aren't really shunned at all.

Sigil has the feat for certain races, yes. Integrating it, or creating a new version for ourselves (the latter is more likely imo) can happen. That is up to the staff. (inb4 all mages make drow :D)
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Re: New warlock invocations

Unread post by Deathgrowl »

metaquad4 wrote:Have you been playing on the server? If you have, you'd know that the first statement isn't true. Despite the attempts by the staff (by introducing those new IC laws), warlocks aren't really shunned at all.
Mostly, I think, because most players don't really recognise what warlocks actually are by lore (even some who play them). Most people just see some magic spammer and go "oooh cool lazor beams".
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NegInfinity
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Re: New warlock invocations

Unread post by NegInfinity »

metaquad4 wrote:Have you been playing on the server? If you have, you'd know that the first statement isn't true. Despite the attempts by the staff (by introducing those new IC laws), warlocks aren't really shunned at all.
(-_-)
Yes, I have. I also play warlocks.

While it is true that a lot of people are afraid to pursue the "warlocks are outlawed" RP angle, there were quite awesome encounters based on that aspect of the lore.

Also, I wouldn't mind having DM-controlled witch-hunts. Because on an RP server choices are supposed to matter.

It is definitely not a consequence-free aspect of a character, even though proper full range of consequences have not been implemented here.
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metaquad4
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Re: New warlock invocations

Unread post by metaquad4 »

NegInfinity wrote:
metaquad4 wrote:Have you been playing on the server? If you have, you'd know that the first statement isn't true. Despite the attempts by the staff (by introducing those new IC laws), warlocks aren't really shunned at all.
(-_-)
Yes, I have. I also play warlocks.

While it is true that a lot of people are afraid to pursue the "warlocks are outlawed" RP angle, there were quite awesome encounters based on that aspect of the lore.

Also, I wouldn't mind having DM-controlled witch-hunts. Because on an RP server choices are supposed to matter.

It is definitely not a consequence-free aspect of a character, even though proper full range of consequences have not been implemented here.
As interesting as that would be, it won't happen here. The DMs are allergic to player complaints, and you -know- players would complain up a storm. At-least until they get used to it.
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